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Messages - GM-X

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271
I feel like it'd be neat if there was an adventure class that spawns with a Firelock. Explorer, for that obnoxious-european-wanderer feel, perhaps?

Hi Amperzand. For the record, currently any adventurer with a Battle Ax can craft an Arquebus directly and unlimited ammo (using Dark Ages Adventure Crafting).

An obnoxious european-wanderer class does sound like a fitting addition. It would help flesh out a DF investigator class which I'm still kicking around.

272
I still haven't completed the report, obviously. In the interest of keeping things moving forward, I've uploaded the save file for the end of year 3: http://dffd.bay12games.com/file.php?id=12270

Hopefully I'll have enough time to sit down and complete my turn report soon. In the meantime, please consider it "lost," and at some point it may be "found."

Great. It's amazing how demanding playing one year and reporting on it actually is. -TheImmortalRyukan can start whenever he is ready!

Note: Future overseers can download the latest 64-bit version of DF/Dark Ages and play this save file. Only certain new features will be omitted. I hope we can continue the succession, but let's increase the turn duration guideline to 14-days and aim for slow and steady.

Newest Features: http://www.bay12forums.com/smf/index.php?topic=143540.msg7098093#msg7098093

273
Dark Ages II: War & Mythos [43.05] [v35] [64-bit] has been released.

"Dark Age has fallen upon the world of Dwarf Fortress."
  • 8 Horrific Forms of Evil Rainfall/5 Regional Disturbance Effects.
  • 8 Melee Weapons including: Scythe, Sickle, and Executioner's Sword can now be crafted by Dwarves.
  • Red Dragon Adventure Class (only): With daring Humanoid & Dragon forms. (Will not randomly burn down visit Forts.)
  • Green Men (by IndigoFenix) have arisen: Appear in nature or play one in Adventure mode.
  • Dire Rats & Dire Rat men have arisen.
  • Firelocks fixed (again). Gunshop menus clarified.
  • New (highly) stable/fast Advanced World Parameter with denser history.
PC Download: [DAII: War & Mythos] [Start Pack]
ASCII Download: (13MB)
Ironhand Download: (16MB)
Release Version: v35 (DFHack not required.)
Release Notes: Not all Start Pack utilities work with DF version 43.05.
Race Lore: War & Mythos

274
How exactly do you kill undead in Dark Ages? They seem significantly stronger than in vanilla.

Spoiler (click to show/hide)

275
How to understand where live Aboleth?

Spoiler (click to show/hide)
 

276
Morgoth, please document some of your world gens on Imgur using legends viewer. The portal to hell world sounds especially crazy.

Spoiler (click to show/hide)

Legendary Dwarves (LD) being perpetual is a feature. :) In vanilla DF, many worlds end up being Elf or Goblin dominated. Legendary Dwarves are expressly included to address this. Note: LD are balanced against monsters and have many advantages, but they are not invincible or even very powerful compared to say, a Lesser Wendigo. Either way, in world gen I'm not sure it matters much. Other than they tend to have more remote easily defended forts in the mountains where there are fewer rampaging monsters.

-I have noticed Dark Gnomes Shamans vanishing. Likely this happens in world gens over 120-years old or so, as this is the same issue that vanilla DF has with Kobolds. It's interesting, presumably due to their diminutive size. But quite the contrast with their presumed prowess in world gen battles.

-Cities are default for most races, as they make for the most useful adventure mode sites. Gnoll and Orc civs do deserve some extra love, but yes, mainly sword fodder as they appear in D&D/d20.

Hi, dropping by for a small bug report:

- Gunsmiths forge's "make firelock" reaction consumes nothing and produces nothing

- I just got besieged by "Banshee (insertmilitaryprofessionname) spirit Corpse" units. They dropped all of their items and started boiling away/bursting into shadows as soon as they spawned. It was fun, but I'm not sure it was intended.

- I'm not sure this one was intended either, but you can't choose which materials to make stuff out of ("d"etails menu) in the Rockforge
I tried fiddling around in the manager screen to force it to use a certain stone but all I got was a crash without error message

I hope this isn't the wrong place to do it/it wasnt unwarranted
Thanks for your work and cya

Howdy. Will you overwrite this block of text in your saved game raw "reaction_dark_ages.txt" file and tell me if it instantly works:

========================================================================================================

Spoiler (click to show/hide)

========================================================================================================

-There are some poorly constructed spirit bodies that I still need to update, but I've not seen a "Banshee (insertmilitaryprofessionname) spirit Corpse" before.

-I'm unclear if the Rockforge can be modded to build select materials unfortunately, weird that it causes crashing. 

277
DS is now technically over the 10-day turn goal, but since his report is half in and things seemed to be rolling along well, we will just eagerly wait for him to complete his time at Abyssmined. ;)

278
Awesome.

To echo what some other users have said, I think Legendary Dwarves are a little too successful in world gens. I always thought of them as the rarest and strongest form of Dwarf, not the majority, but in every world gen I've had Legendary Dwarves outnumber every other race. In my most recent gen, they've got 217,000, with the next highest being Humans at roughly 198,000. At the least they shouldn't dwarf the population of Dwarves.

Is it also possible to make a version of the mod with the pre-installed Ironhand tiles as an option, instead of just Starter Pack or ASCII?

Legendary Dwarves have fewer starting civs than most races including vanilla Dwarfs, so even when they do survive, they are more restricted geographically. I've not seen them dominating world history, sometimes they even go extinct, but I will keep an eye on it.

Ironhand (64-bit) Download: (16MB)

279
You are welcome. Please do not hesitate to ask questions at anytime. --The classic adventure classes have a handful of fairly powerful unique skills, but more importantly, they have stronger physical bodies that regenerate tissues and nails as well as innate skills in line with their classes.

Spoiler (click to show/hide)

280
Is it fine to set the End Year for the main world generation higher than 175?

You can, your mileage may vary. History peaks early in DF world gen then abates so in many ways these are the "good" years. Recent versions of DF + DA seem to "give up" around 250-years or so, except in pocket worlds. I can adjust the stable end year in a number of ways, but some issues may have been resolved by the latest DF update: http://www.bay12games.com/dwarves/

Quote
-Fixed problem with artistic skill assignment causing world histories to diverge
-Fixed problem with worldgen trade causing world histories to diverge

Awesome. I'll try it. My only gripe with 175Y is that you've got a very large world but not much going on throughout it. Certain regions have high activity, but it feels like civs haven't built up and expanded enough, so you've got some crowded and bustling regions, but massive swathes of nothing in between. If the history give-up problems are fixed, I'm guessing a longer history results in a more populated world.

Expansionism is what the DA mod and advanced world parameters explicitly encourage. Ideally I go back and test this each new version and world gen fix. As I recall, somewhere around 200-300 years civs generally stop expanding much and instead dispute over the same sites over and over (not unlike real life). Civs also tend to go extinct around this same point. 


Understood.

Also, is it possible to install Graphics packs over the ASCII version? For performance reasons I don't like using the LNP version, but the tilesets I keep seeing require me to overwrite DA's raws, which I'm guessing will undo the mod's changes.

The pack includes bare bones 64-bit Ironhand DF/DA by default now. You can copy the DF folder as is (or switch tilesets and copy it) then run DF outside of the pack. Do this before you generate a new world and it should work without issue.

281
Is it fine to set the End Year for the main world generation higher than 175?

You can, your mileage may vary. History peaks early in DF world gen then abates so in many ways these are the "good" years. Recent versions of DF + DA seem to "give up" around 250-years or so, except in pocket worlds. I can adjust the stable end year in a number of ways, but some issues may have been resolved by the latest DF update: http://www.bay12games.com/dwarves/

Quote
-Fixed problem with artistic skill assignment causing world histories to diverge
-Fixed problem with worldgen trade causing world histories to diverge

Awesome. I'll try it. My only gripe with 175Y is that you've got a very large world but not much going on throughout it. Certain regions have high activity, but it feels like civs haven't built up and expanded enough, so you've got some crowded and bustling regions, but massive swathes of nothing in between. If the history give-up problems are fixed, I'm guessing a longer history results in a more populated world.

Expansionism is what the DA mod and advanced world parameters explicitly encourage. Ideally I go back and test this each new version and world gen fix. As I recall, somewhere around 200-300 years civs generally stop expanding much and instead dispute over the same sites over and over (not unlike real life). Civs also tend to go extinct around this same point. 

282
Is it fine to set the End Year for the main world generation higher than 175?

You can, your mileage may vary. History peaks early in DF world gen then abates so in many ways these are the "good" years. Recent versions of DF + DA seem to "give up" around 250-years or so, except in pocket worlds. I can adjust the stable end year in a number of ways, but some issues may have been resolved by the latest DF update: http://www.bay12games.com/dwarves/

Quote
-Fixed problem with artistic skill assignment causing world histories to diverge
-Fixed problem with worldgen trade causing world histories to diverge

283
Any monster adventure class requests? -Dark Elf Vampires are the most powerful "monster" adventure class to date.

284
After reading about .dll problems I ran a scan of the main pack with VirusTotal for curiosity's sake. It resulted in it finding 5 trojans, 6 total but 1 was a definite false positive. I was confused by this, and tried scanning the ASCII version. No trojans except the same false positive which also reports for vanilla DF. I noticed the only difference between the main pack and ASCII pack is a lack of Lazynewb's programs. I downloaded his pack standalone and scanned it, and got the same trojan results. Four of them I could ignore, as I've never heard of the programs and they could be FPs. However, McAfee was one of the antiviruses that reported a trojan, and while McAfee isn't great, it's still something to possibly consider. Does the LNP have trojans in it?

Hi Morgoth,

Same start pack I've used for months created by PeridexisErrant and my antivirus scan consistently shows no threats or suspicious activity. Random reports of problemitic scans have appeared in this thread and on reddit about utilities in the Start Pack. This is probably due to the file appearing new each time it gets zipped up, and therefore suffers from an unknown reputation.

It's also possible, that other files on a PC are affected and that new downloads only appear to have problems. No one has reported the Start Pack causing any problems, or I would instantly remove it. I use it myself "as is" save for deleting large and outdated utilities.


285
I wanted to report the wrong version being uploaded but my account didn't get approved until recently.
Since I have one now, I might as well ask this question:
Rockforges seem to need slicing knives to be built, and I just cant seem to get any in fort mode (I didn't try asking for them in the caravan though).
The raws said something about pickaxes, so I made sure to have plenty available, but it looks like it's really slicing knives it actually wants.

Was this really intended, considering how difficult slicing knives seem to come by?
Thanks.

Howdy, the Rockforge requires: a block, a pickax, and mechanisms. I just took a look, and there was a typo in the pickax line so thank you for reporting this. I uploaded a hot fix, to retain your saved game use this line in the building_dark_ages raw instead:

Code: [Select]
[BUILD_ITEM:1:WEAPON:ITEM_WEAPON_PICK:NONE:NONE][CAN_USE_ARTIFACT]

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